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Topic:
Patch Notes - 1.109 INC! [Locked] |
LilBr33zy Posts: 3
Registered: 2007-12-26 01:08:17
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
Belkiolle posted:
Hate to see the Slam nerf extended to Paladins as well. It's not like they were going to kill anything in that nine second stun.
thats b.s..... good job mythic... well atleast the stealth game will be swell  muahaha
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Lilsknight 7Lx Infil - Shaniqua 5Lx SB - Khysier 4Lx NS Liljohn-ventname
 Killing something solo on a reaver is about as impressive as swinsky dinging rr12 - Inkkog
"BTW defies wont add on a solo fight unless enemies add." - Misteye
PDN /STAGGER
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CrzyHawk Posts: 250
Registered: 2002-2-14 07:53:08
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
Now that they won't feel the need to go 42 shield, they might look at 50 2h, which might look a little more appealing. Also, parry will not be impacted by the 25% bonus to DW vs shield and evade, so 2h with high parry might be a decent compromise between offense and defense.
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Jaziza - Tristan, Dragon Knight;
Tricksyn - Akatsuki
Aerendar/Aziza - Tristan, retired
Solve a man's problems with violence, help him for a day.
Teach a man to solve his problems with violence, help him for a lifetime. - Belkar, OOTS
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Tarmaniel Posts: 36
Registered: 2010-4-29 16:59:53
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
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Nerfing the lab exploits makes me kind of sad. You could 1v1 at Agramon's Lair all day and avoid the zergs, because they knew they had no chance of killing you, so they wouldn't try. Now your life expectancy in lab is going back to <2 minutes before you get zerged over again. This change makes soloing even worse, lab was the refuge from the zergfest. Now it's back to spending two hours going out ten times in NF and getting zerged by a FG for nine of them, and hopefully getting one kill in the one 1v1 you get the tenth time.
Shield changes are good, but they really need to nerf Engage as well. With the Slam nerf there is really no reason to spec further than 7 in Shield at all. If Engage were nerfed there would actually be a benefit to speccing higher in Shield. 5-sec Slam isn't that bad, remember it also cuts the immunity timer down to 25sec. But combo with the defense nerf and speccing shield no longer looks good when you get Engage essentially for free.
DW nerfing Evade by a flat 25% is going to result in some major tears. Take, I dunno, stealther vs. Friar. You're both in leather, and you both have the same defense since he can no longer evade. Your DPS is FAR higher. Friars went from being a class that owned stealthers to a class that now gets owned by them. VWs are in a similar situation.
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Tarmaniel Posts: 36
Registered: 2010-4-29 16:59:53
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
Belkiolle posted:
Hate to see the Slam nerf extended to Paladins as well. It's not like they were going to kill anything in that nine second stun.
Solo/smallman Paladin DPS is amongst the highest of melee classes. Remember they have 37% Celerity, most classes are stuck with 17%. Solo Paladins are just going to go 50 2H and side-stun anyway, with 7 Shield for engage.
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
I don't even play this game anymore. But I just had to come in and say ROFL to all the scouts out there. And. you all deserve it. Still a 5 second stun will be useful for your class, hopefully not OP.
Plus I wonder if this makes melee rangers a little better again?
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Cydoc Title: Final Fantasy Vault SM
Blobfish-dono
Posts: 1,175
Registered: 2008-9-23 19:33:50
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
Tarmaniel posted:
Nerfing the lab exploits makes me kind of sad. You could 1v1 at Agramon's Lair all day and avoid the zergs, because they knew they had no chance of killing you, so they wouldn't try. Now your life expectancy in lab is going back to <2 minutes before you get zerged over again. This change makes soloing even worse, lab was the refuge from the zergfest. Now it's back to spending two hours going out ten times in NF and getting zerged by a FG for nine of them, and hopefully getting one kill in the one 1v1 you get the tenth time.
If fixing an exploit "ruins" soloing in labby then I don't think they went there for soloing...they went there to take advantage of the exploit and get easy RPs.
Either way, it needed to be fixed...and thank GOD.
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Final Fantasy Vault Site Manager
Waiting on GW2 - Currently on MMO haitus
Keep overpowered gear out of PvP. Gear != Skill
Manga > Anime - http://myanimelist.net/mangalist/Cydoc
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Phlei Posts: 214
Registered: 2008-12-10 18:38:51
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
Yeah, only the losers used the wall exploits.
This won't totally stop it but should help. I solo there and dealing with the FG's is just a fact of life.
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DAoC - inactive.
VN'ing - active.
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
great, forced full respec, F F S
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Kobbii Comrad Warrior Mid/Ywain
5 accounts cancelled till they clean up their act.
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CrzyHawk Posts: 250
Registered: 2002-2-14 07:53:08
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
NochnoyDozor posted:
great, forced full respec, F F S 
backup your settings yo
-----signature-----
Jaziza - Tristan, Dragon Knight;
Tricksyn - Akatsuki
Aerendar/Aziza - Tristan, retired
Solve a man's problems with violence, help him for a day.
Teach a man to solve his problems with violence, help him for a lifetime. - Belkar, OOTS
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Tarmaniel Posts: 36
Registered: 2010-4-29 16:59:53
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Date Posted:
1/1/00 12:00am
Subject:
Patch Notes - 1.109 INC! |
Phlei posted:
Yeah, only the losers used the wall exploits.
This won't totally stop it but should help. I solo there and dealing with the FG's is just a fact of life.
Wall exploits literally multiplied my RP/hour by ten. Honestly I don't know if I want to play the game without them. Having to go back to 1000 RP/hour at best due to getting squished by the zerg over and over and over again regardless of where you go does not make for a fun game.
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